Lite With campaigns: http://www.gamefront.com/files/20541...Bcampaigns.zip
Lite With campaigns: http://www.gamefront.com/files/20541...Bcampaigns.zip
Playing with mod :
Mughals invaded West indies (in particular my west indies) - they had destroyed Maratha and had mysore as allies.
sent two fleets each with a full stack army - originally I had good relations with them, but when they showed up I allied to them (in panic)
they broke the alliance next turn and parked next to Antigua - so I sank their fleet, only for the second fleet to arrive a couple of turns later and land on my island
without my fleet having a chance to intercept them.
All i could do was remove the garrison and stick them in the next island down (Martinque) that I had grabbed off the French.
also I can now (c. 1710 build 2nd class warships.) only I never have enough money.
Is ETW like M2TW where the AI factions are incapable of saving money from one turn to the next to buy expensive items?
If so it's unlikely they'll build many big warships at 12000 units a go.
I know I won't
IMHO I think you need to slash ship costs by 50%
The AI save money, I have their minimum saving per turn set to 1000 gold, what they spend it on may be another thing. I have not yet gotten far enough in a campaign where I could build larger class warships like Second Rates and First Rates.
They are that expensive for a reason, afterall, First Rates especially were so rare in the 18th Century, there was only 5 British First Rates ever built. The price of Sloops, Brigatines, and smaller ships of the line is good enough, and considering these would've been the mainstay of any fleet, I think it works well. You really need to take a look at your military infrastructure, and your economy, see where you can find money. Find some trading partners, I dont know what sort of other wars you are fighting, but allies and trading partners are important, and the management of armies is as well. Try using Militia instead of line infantry if money is running low.
As for the Mughal invasion, sounds to me like the Mysore's were in the middle of a large land grab, and your forces in the adjacent territory were well below the ratio for their accepted invasion terms, so they decided to continue their land grabs in your direction. Though their attack could've been based off of many things, different religion, your former actions in other parts of the world, your standing with Mughals allies
Well I up to 1713 now, and the AI economies are pretty much shot
- France has had many buildings burning for multiple years (not just turns) and hadn't built basic roads in nth america for example.
if the AI is only saving 1000 units per turn then presumably they spend it the next turn? (and so on.)
obviously they can't save even that if they are bankrupt.
there's no obvious reason why Mughals would attack the west indies - I would have thought their more obvious line of attack would be Ottomans
- but they were allied to Persia so presumably that line of advance was blocked?
note my relations with mughals was friendly at the time they built their invasion fleet and sailed to the west indies.
I only DoW when it was obvious they intended to attack me.
I realise the relative cost of 1st and 2nd raters was high - but 12,000 units is simply beyond any reasonable expectation of purchase.
(If research times were lengthened (x4 or x6 maybe) it might give factions more time to upgrade economic buildings?
Is there a way to slow down population growth as well?)
(I know how top do these things in M2TW but ETW is a mystery to me atm.)
The AI Economics is something I will look into, though I feel there must be some alternative reason why they are not building. I've seen neutral countries upgrade themselves exponentially well, especially the Italian Peninsula that rarely fights any wars with each other. France may have military obligations, which are limiting its abilities, troops and navies cost a lot in this mod, and not by accident.
The AI was designed to spend money pretty much evenly on all forms of construction and research, so there should be advancement in all areas, but again the AI may be spending so much money on military issues that they have no money left for other upgrades.
See its interesting you said you Declared War on them. I do say that I can't tell you whether or not they were going to attack you, but you have to watch the diplomacy screen very carefully, one declaration of war could change your political standing with the rest of the world, dissolve alliances, and cancel crucial trade agreements. That and trade gets cut vastly by a declaration of war, since all countries stop trading to you until it is resolved.
Saving money is important, and to do it one must consider not expanding his/her empire as much. Afterall, you have more than 1200 turns to do so. I am currently playing as Westphalia, after wars with France, Prussia, and the Dutch, I have created a small central European empire, of comparable size to Prussia at the moment. I do not go out conquering though, I spend my time building my economy and maintaining my armies. France, I did not conquer, I simply marched in, destroyed their armies, burned their cities, and left, so I do not destroy major powers. I have saved vast amounts of cash, by raking in 2 - 3000 gold per turn as my base income, and now I have more than enough money in cash reserve to pay for the expensive ships, and to do any political bargaining I need. You must play a bit more conservatively, many wars around the world, and an ever expanding Empire, may eventually come back to haunt you, especially if you are spending vast amounts of money to repair armies lost in combat. The early stages of the campaign should be the hardest, income is low, troops are expensive, and wars are being fought for dominance.
I have been thinking about scaling the research times, Its just something I havn't gotten around to yet.
Population growth has already been slowed down, and you will notice, that every time you construct a unit now, 300 is subtracted from the region population. This way, a long stalemated war, might in theory obliterate small populations.
Working off what was reported here. I do notice that AI does not spend money on roads, and other types of buildings. I have increased the minimum savings from 1k to 3k, in hopes that the additional minimum savings goals will give the AI more money to spend on economic buildings. I'm still looking into the infrastructure ignorance, and trying to cut back AI military spending a small amount, we shall see what happens.
Pleased to see you're still developing this
still on-going campaigning up to 1720 in an English campaign with Archimod.
have got myself a 2nd rater, as have the Mughals. It does seem that very big empires can afford the luxury of such ships, and economic upgrades,
whereas the smaller empires suffer (but single-state countries do well as they have nothing to spend on.)
(Not dissimilar to what we found in stainless steel - we can get large empires to thrive and tiny ones survive and prosper, but there's an area in the middle of
empires with multiple regions but hopeless economies. They need peace to thrive and build. France seems a hopeless case once you blockade their Atlantic and Channel ports.)
(Game engine really doesn't help by not having permanent port guard units which would stop enemy ships from sitting in harbours. It's too easy to cripple an economy that way.)
Mughals (1719) once again sent 2 fleets into the west indies despite being at peace with GB - again I sank the first one but the second deposited a full-stack army on the port island of
Martinique - but the army then sat there, didn't even occupy the port.
(BTW have you reduced movement rates as it's now very difficult to move units from the main island to the port islands in Martinique and Bahamas - cavalry can make it one go, but others
sometimes take 2 goes and I suspect the AI doesn't know how to handle this so gets stuck if it tries to move a complete stack all at once. Powerful stack it is too - well balanced and it's going to
take me a while to build an army to destroy it.)
elsewhere I've conquered Spain and Portugal very easily - Portuguese had a full-stack fleet that I bottled up in their harbour but few land units. I suspect the ship upkeep stopped much else happening.
Spain hadn't managed to upgrade many of its settlements and its units were mainly below strength.
Not sure what's happening elsewhere - Swedes and Russians, Ottomans seem to be developing well, recruiting new units etc.
the balance of game definitely looks like it favours BIG empires.
Research times -maybe x4 to delay improvements (so money is spent elsewhere?)
Artillery - might benefit from 2 guns per unit - better balance between realism and boredom.
(I fast-forward bombardments of forts - game also lags terribly after a while of bombarding, picks up speed again when melee starts, so anything to reduce bombardment times )
rebuilding units - still would prefer to keep this, saves a lot of micro-managing odd bits of units.
GB campaign is becoming a question of balancing crippling AI economies by destroying ports and fleets vs letting them grow and raking in the money from raiding their trade routes
Large Empires will always have more benefits, and this I feel is mainly due to the fact that this is the way in which the engine works. When you conquer a territory you inherit its tax income, and its bonuses to trade an industry, and thus it makes sense that large empires like the Ottomans would be more monetarily successful than countries like Genoa or any of the German City States.
One possible fix to this, would probably be to switch all countries from to the "FULL" and "Default" AI profiles, so that every country is looking to expand, rather than some that simply sit by and watch most of their time. In addition, many of the smaller countries do not start off with schools or any kind, so they are unable to accomplish research until they either build, or capture one. I think the lack of research facilities is a big hit to these smaller countries, and as you said, increasing research times might aid this, by stopping large empires from expanding their research extremely fast. The different AI templates may also explain why gentlemen from those countries are not out exploring Europe like those of the major factions, they are simply not coded to go and steal research from players. Perhaps I could work on that.
Sounds like an interesting economic campaign you are having. I find the raiding or trade routes to be quite profitable as well. I've found my expansions into the trading zones like Africa and Indonesia have often led to wars, and indeed matters on the high seas become a primary problem when I decide to declare war. I was playing a test campaign this morning as the Naples and Sicily, and I got so angry at Austrian ships raiding my trade and limiting my income, that I declared war and fought some great Naval Battles on the high seas to stop the Austrian privateering, peace was able to be achieved sometime after, and I havn't seen another Austrian ship for some time.
Well I've got the AI repairing buildings, even if it is over a number of turns. I have switched all AI over to FULL and default personalities, and I'm observing AI behavior. They seem a little more timid, but not stupid by any means. The campaign map is much quieter to say the least, and I do noticed that countries are upgrading their economies. However, infrastructure still seems to be ignored by AI, gotta figure out how to get them to build it.
look forward to revised version of the mod (when I've played some more of the current version.)
update to 1727:
I'm locked in an epic struggle with Mughals - we're the two super-powers I think (I miss being able to remove FoW)
Had major naval battle - captured their first rater (102 guns) and added to my fleet. FUlly repaired and a fine ship, except it it' so SLOW compared to other ships -
is that a Mughal thing (I don't remember their navies historically being equipped with such ships?) or are all first raters really bad sailing ships?
have captured two Indian cities and defended them against overwhelming odds - helped by some very timid attacking by Mughal armies.
the walls are shot to ribbons but I'm hanging on, but the next attacks might see my lose them both.
hope the re-inforcements arrive soon !
Mughals seem frightened by several european units - run away after a few shots at them.
RE 2 guns per artillery unit - had one battle where the AI had 2 armies and placed 3 cannon around my fort - they eventually holed the walls after 50 minutes -
by which time the rest of the armies were either dead or routed.
more soon ..
Armies who's flanks break will now risk losing the contiguity of their entire line. Units that watch another unit on their left or right flank rout will have a high chance of routing themselves.
Cavalry has a large morale shock now, to compensate for their lowered effectiveness against all types of infantry, but they will still rout if they take about sixty-percent casualties on the field. However cavalry can now be used effectively against infantry to cause routs, and I wouldn't go into battle without cavalry of all kinds to counter-charge, and to defend flanks.
Last but not least, the Artillery thing is something I'm going to look into soon, whether I put two guns per battery, or return it to the original four we shall see. Artillery is extremely effective in large groups, so I'll probably put it at two and play with that for awhile to test it properly.
I'll update the mod by the end of the week.
For artillery, I think there should be two for esthetic purposes.
Question, I set the number of men to 1.25, which give infantry 200, cavalry 75, etc. I know that you increased the number for the grenadiers, but I get 375 per unit. Is that what you meant to do? Or did I mess everything up by changing everything to 1.25?
Well if you set the campaign unit multiplier to 1.25, the numbers of men should be as follows:
Line Infantry/Grenadiers/Heavy Infantry/Militia/Melee Infantry = 375
Light Infantry = ~ 94
Cavalry = 187
I don't know why the numbers would be decreasing. The actual size of the regiments is based off of the old campaign unit multiplier I used to use before upping the actual size in the dbeditor, which was 1.875 which raised the vanilla number from 160 to 300
Oops. I realize what I did wrong. Thanks.
Alright, I plan to update the mod today, we will see how much I get done, my aims for this release are as follows:
2 Guns Per Battery for Artillery Pieces - Done
Modified AI Properties in attempt to increase effective economics - Done
AI Archetypes all changed to "FULL" and "Default" strategies in both Late and Early Campaign - Done
(This is the kicker that might take time) Fog Of War fix for Early Campaign - Done
Various Bug Fixes - Done
Alrightgoing to start uploading the different versions in a few minutes, links will be disabled for about one hour while I upload the newest version: v 0.69
Version V0.69 Links
It is suggested you start a new campaign.
Report any bugs or problems, and as always, give feedback.
So now that I spent some time to really update everything to par with each other, fixing am_lite and the Early Campaign, I can embark on my next big projects for the actual campaigns.
First and foremost will be to go through every starting army on the map and modify the unit sizes to those of the mod. This will undoubtedly take a large amount of time, but I already have two countries down, only 48 more to go!
In addition, I think its time I start on Faction descriptions for them minor factions if I can. In the long run I'd like to find a way to fix the FOW bug for Navies and Armies that stay invisible on the map too, but that may not be an option, so for now players will just have to continue to use the "Lists" function in the campaign to find hidden armies and navies.
I'm also going to start experimenting with scaled research times. Since the campaign is at a scale of 6:1 (2 Turns Per Year, 12 Turns Per Year, 12/2 = 6 thus the campaign is 6 times longer than normal) I've currently multiplied all the research point numbers by a multiple of six. However I have removed the tight restrictions on bonuses provided by gentlemen and research aids, so there is a much larger chance to knock off the huge number of turns by having a good group of researchers. However, if while testing I find the sometimes scary number of turns to be a bit too much, I will consider lowering them, but keeping them nevertheless larger than Vanilla. The longer research times should stop major powers from having massive advantages over smaller nations as they research new technologies in less than a year. This would give the minor factions some time to make military or economic advances over the course of a few years before the research comes out.
Last but not least, I'm looking over Non-European armies such as the Ottomans and Maratha Confederacy, looking for units that have improper stats, since I know at least one Ottoman unit that should be heavy infantry, takes on the roll of line infantry, and thus leaves the Ottomans without heavy infantry of any kind.
Later, after all the bugged units have been found and fixed entirely, I will begin working with special unit types, like Expatriates and Irish Brigades, to modify their stats to separate them from the norm, however their numbers will be limited and like Heavy Infantry or Grenadiers, armies will be denied a large group of them. I'm also considering raising the Grenadier and HI limit from 10, to 5 or as low as 3, since I still see large AI armies of only Heavy Infantry or Grenadiers, and that's not proving fair to players who balance their budgets with line or militia.
Those are my plans!
Oh, and add me on Steam if you play, and might want to hook up to play multiplayer! Archimonde0_0
The numer of men per unit doesn't change. Isn't it suppose to?
Have DL'd latest version - played a couple of (game) years - looking good so far
I do hope this has nothing to do with your mod!
(I doubt it very much - prob a ETW bug)
no idea how they managed it - I put them on the fleet in the harbour, ordered the fleet to move to Savannah and unload. I got the dialogue about DoW etc and returned to find the army stuck in the sea.
Totally refused to get back on board ship or return to dry land. Weird. Pathfinding in the bahamas looks a bit strange too, going north it seems to detour to the island to the west first. so some units can't go north.
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